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Updated World and files for 3.53 release, take 2 --Rumble
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@@ -70,10 +70,10 @@ D2
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#302
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The Southern Road~
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You walk underneath the inner city wall. The road turns into hard packed
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dirt. To the north you may enter the inner city towards the Temple of Sanctus
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or go south towards the southern gate. The southern half of the city consists
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of the magi's and cleric' quarters.
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This road passes underneath the inner city wall. The surface turns into hard
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packed dirt. To the north one may enter the inner city towards the Temple of
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Sanctus or go south towards the southern gate. The southern half of the city
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consists of the magi and clerics' quarters.
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~
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#303
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Magi's Avenue~
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The Tower of the Magi lies to the southwest. Just to the south you can see
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where the inner city wall turns to the west. You are deep within the Magi's
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Quarter. Accidents have been known to happen around here. People must be
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careful for who knows what an inexperienced student may do.
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Magi Avenue~
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The Tower of the Magi lies to the southwest. Just to the south one can see
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where the inner city wall turns to the west. This avenue runs deep within the
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Magi's Quarter. Accidents have been known to happen around here. People must
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be careful for who knows what an inexperienced student may do.
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~
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#309
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Clerics' Alley~
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Within the Cleric's Quarters an adventurer has very little to worry about.
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Clerics Alley~
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Within the Clerics' Quarters an adventurer has very little to worry about.
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Even those would be vandals, pickpockets, and thugs shy away out of their
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respect of the clerics. To be a cleric is to be respected second only to that
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of the Master Magi.
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@@ -220,11 +220,12 @@ D3
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#310
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Clerics' Alley~
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The southern section of the inner city wall towers over you to the north.
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Clerics Alley~
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The southern section of the inner city wall towers high above to the north.
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The massive fortification of rock and mortar is impressive, rising at least two
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or maybe three times your own height. You can just make out a small walkway on
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the top of the wall, too bad only the guards know where the entrance is.
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or maybe three times the average man's height. One can just make out a small
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walkway on the top of the wall, too bad only the guards know where the entrance
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is.
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~
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D1
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@@ -237,8 +238,8 @@ D3
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#311
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Clerics' Alley~
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The Tower of the High Council of Clerics' is almost as impressive as the
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Clerics Alley~
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The Tower of the High Council of Clerics is almost as impressive as the
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Temple of Sanctus. They look very similiar, except of course the Tower is much
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smaller. Far up in the tower you can see people walking by windows in white
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flowing robes. The healers within are known for their miraculous abilities in
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@@ -255,7 +256,7 @@ D3
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#312
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Clerics' Alley~
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Clerics Alley~
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The inner city wall opens up just to the east into the southern road which
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runs from the south gate directly to the heart of Sanctus inside the temple. A
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few apprentice healers in flowing robes rush between the Temple and the Clerics'
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@@ -274,10 +275,10 @@ S
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#313
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The Southern Road~
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A large gate has been built into the inner city wall here to allow
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adventurers to pass between the Temple and the southern half of the city. The
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Clerics' Quarters lie to the west while the Magis' Quarters are to the east.
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Within their centers rises the Tower of the High Council of Clerics' and the
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Tower of the Magi respectively.
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adventurers to pass between the temple and the southern half of the city. The
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clerics' quarters lie to the west while the magi quarters are to the east.
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Within their centers rises the Tower of the High Council of Clerics and the
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Tower of the Magi respectively.
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~
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D0
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#314
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Magis' Alley~
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The black Tower of the Magi casts an intimidating shadow over you and the
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alley you walk in. Within the tower lie many secrets that the average citizen
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is not privileged enough to be told about. Rumours abound, especially about the
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Orb of Sanctum the gods left in the Master Magi's care.
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Magi Alley~
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The black Tower of the Magi casts an intimidating shadow over the
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surroundings and the underlying alley. Within the tower lie many secrets that
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the average citizen is not privileged enough to be told about. Rumours abound,
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especially about the Orb of Sanctum the gods left in the Master Magi's care.
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~
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D1
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@@ -315,11 +316,11 @@ D3
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#315
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Magis' Alley~
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Magi Alley~
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The sound of voices from above are impossible to locate. They could be
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coming either from on top of the inner city wall to the north or from an open
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window of the Tower of the Magi south of you. The voices are too low to be
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discernable.
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window of the Tower of the Magi south of here. The voices are too low to be
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discernable.
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~
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D1
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@@ -332,7 +333,7 @@ D3
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#316
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Magis' Alley~
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Magi Alley~
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The inner city wall is used to seperate the city into two seperate
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battlefields. In case of an attack by superior numbers the citizens will fall
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back into the inner city as a last measure of defense. Luckily, the army has
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@@ -349,11 +350,11 @@ D3
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#317
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Magis' Alley~
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You have reached the southeastern corner of the inner city wall where it
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turns north along the Magis' Avenue. The Tower of the Magi still looms over you
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oppressively. The sounds of voices echo between the tower and the inner city
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wall, very disturbing.
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Magi Alley~
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This alley has reached the southeastern corner of the inner city wall where
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it turns north along the Magi Avenue. The Tower of the Magi still looms heavy
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over the surroundings oppressively. The sounds of voices echo between the tower
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and the inner city wall, very disturbing.
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~
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D1
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@@ -368,9 +369,9 @@ S
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#318
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The Southeastern Intersection~
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A small alley ducks between the Tower of the Magi and the southern section of
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the inner city wall. The Magi Mansion is so extravagant, almost to the point of
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becoming an eyesore, is just to the east. The Tower contains the fabled Orb of
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Sanctum, but few are ever lucky enough to lay their eyes on it.
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the inner city wall. The Magi Mansion lies just to the east, so extravagant
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that it is almost at the point of becoming an eyesore. The Tower contains the
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fabled Orb of Sanctum, but few are ever lucky enough to lay their eyes on it.
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~
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D0
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@@ -473,9 +474,9 @@ D3
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#323
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Clerics' Avenue~
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Clerics Avenue~
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The entrance to both the Hall of Clerics and the Tower of the High Council
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are just to the south. You see a small intersection to the north where the
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are just to the south. One can see a small intersection to the north where the
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inner city wall begins. Many people come to this quarter to seek aid from the
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clerics, whether it be healing in the tower or to settle disputes within the
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Hall.
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@@ -551,10 +552,10 @@ S
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#327
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An Advanced Training Room~
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A small child lay on a cot circled by several young clerics dressed in white
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robes. As you watch one of them lays a gentle hand on the child's forehead
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causing the young boy to instantly fall asleep. Another cleric takes the boys
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arm which has been badly bruised and possibly broken and begins chanting
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mysterious words. The bruises fade away without a trace.
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robes. One of them lays a gentle hand on the child's forehead causing the young
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boy to instantly fall asleep. Another cleric takes the boys arm which has been
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badly bruised and possibly broken and begins chanting mysterious words. The
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bruises fade away without a trace.
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~
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D2
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@@ -568,10 +569,10 @@ D3
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#328
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The Southern Road~
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You walk between the pristine Tower of the High Council of Clerics and the
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oppressive Tower of the Magi. This section of the city has a very solemn
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feeling overshadowing it. The magic of healing on one side and the magic of
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power and destruction on the other.
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This path passes between the pristine Tower of the High Council of Clerics
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and the oppressive Tower of the Magi. This section of the city has a very
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solemn feeling overshadowing it. The magic of healing on one side and the magic
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of power and destruction on the other.
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~
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D0
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@@ -602,7 +603,7 @@ D2
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#330
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The Training Room~
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The Magiwithin the tower train to help protect the city from invasion.
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The Magi within the tower train to help protect the city from invasion.
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Though the army is generally all that is required to handle most battles, the
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Magi are sometimes called upon to prevent heavy casualties or counter any
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magical abilities the attackers may possess.
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@@ -624,9 +625,9 @@ S
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#331
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The Training Room~
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Several older students are sitting in on a class about the protective dome
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that upholds the balance within the city. You hear the mention of the Orb of
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Sanctus and of how the gods bestowed it upon the Master Magi to preserve and
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protect. Without the Orb the city would surely fall.
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that upholds the balance within the city. Mention of the Orb of Sanctus
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whispers around the room, and of how the gods bestowed it upon the Master Magi
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to preserve and protect. Without the Orb the city would surely fall.
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~
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D1
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@@ -645,9 +646,9 @@ S
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#332
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The Training Room~
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A Master Magi overlooks several students as they pass between themselves a
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small flickering ball of light. The Master Magi notices you watching and
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motions you away. No one disagrees with a Master Magi, at least no one that
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wishes to live.
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small flickering ball of light. The Master Magi casts a stern eye over anyone
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watching and motions them away. No one disagrees with a Master Magi, at least
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no one that wishes to live.
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~
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D2
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@@ -660,12 +661,12 @@ D3
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#333
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Magis Avenue~
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The street narrows here as it passes between the Tower and the Mansion.
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You can hear strange incantations coming from an open window in the black
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tower, far above your head. The Magi train young students within to take their
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Magi Avenue~
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The street narrows here as it passes between the tower and the mansion. One
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can hear strange incantations coming from an open window in the black tower, far
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above the other buildings. The Magi train young students within to take their
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place, but fewer and fewer meet the requirements and actually survive the
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training.
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training.
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~
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D0
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The Clerics' Quarters~
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Large doors to the east and west lead into the Hall of Clerics and the Tower
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of the High Council respectively. To the south a small shop displaying a sign
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with multi-colored herbs swings in the gentle breeze. The Tower rises far above
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you, its two spires reaching almost as high as the Temple. In contrast the hall
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looks very mundane.
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with multi-colored herbs swings in the gentle breeze. The Tower rises far
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above, its two spires reaching almost as high as the Temple. In contrast the
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hall looks very mundane.
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~
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D0
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#339
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The Tower of the High Council of Clerics~
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A large archway leads into the center of the Clerics' Quarters just to the
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west. The Tower around you is bathed in bright white light that reflects off
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every surface around you. All around you the soft murmur of healers in training
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or going about their daily routine can be heard.
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west. The Tower is bathed in bright white light that reflects off every
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surface. All around, the soft murmur of healers in training or going about
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their daily routine can be heard.
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~
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D0
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#342
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The Tower of the High Council of Clerics~
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The east end of the Tower opens into the Southern Road which passes between
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the Southern Towers and the Temple of Sanctus. You are in the entrance of the
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revered Tower of the High Council. High above you is where the councillors make
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many important decisions on how to uphold the welfare and health of the city.
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the Southern Towers and the Temple of Sanctus. This junction lies at the
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entrance of the revered Tower of the High Council. High above is where the
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councillors make many important decisions on how to uphold the welfare and
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health of the city.
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~
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D0
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#343
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The Southern Road~
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The entrance to both towers of the Southern half of Sanctus open before you.
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To the west the Tower of the High Council of Clerics, to the east the Tower of
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the Magi. Both impressive structures were built by both master architects and
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the use of magic.
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The entrance to both towers of the southern half of Sanctus open before this
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part of the road. To the west the Tower of the High Council of Clerics, to the
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east the Tower of the Magi. Both impressive structures were built by both
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master architects and the use of magic.
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~
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#344
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The Tower of the Magi~
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The black floor, walls, and ceiling of this tower brings about a feeling of
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oppression, as if something or someone is holding something back from you. A
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large doorway to the west leads to the Southern Road or you may explore deeper
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into the temple to the east.
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The black floor, walls, and ceiling of this tower bring about a feeling of
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oppression, as if something or someone is holding something deliberately back.
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A large doorway to the west leads to the Southern Road or it is possible to
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explore deeper into the temple to the east.
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~
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D0
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@@ -940,7 +942,7 @@ The Tower of the Magi~
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A large spiral staircase winds up into the heart of the tower. A slight
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tinge of sulphur hangs in the air, probably a spell that went haywire.
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Students roam the halls in deep thought, oblivious to the normal reality you
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live in. Training Rooms lie all around you.
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live in. Training Rooms lie in all directions.
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~
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3 0 0 0 0 0
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D0
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@@ -998,7 +1000,7 @@ The Tower of the Magi~
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marble, but upon closer examination has no grain within it. Looking into the
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wood causes one to lose themselves as they peer further and further into the
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blackness. It is impossible to tell if this is caused by magic or just a simple
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trick of the eye. To the east is the center of the Magis' Quarters.
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trick of the eye. To the east is the center of the Magi Quarters.
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~
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D0
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#348
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The Magis Quarter~
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This is the heart of the Magis' Quarters. The Magis' Mansion where they can
|
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be found when they are not guarding the orb is to the east. The pure black
|
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Tower of the Magi which houses the sacred orb that protects the city.
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The Magi Quarters~
|
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This is the heart of the Magi Quarters. The Magi Mansion where they can be
|
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found when they are not guarding the orb is to the east. Also nearby is the
|
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pure black Tower of the Magi which houses the sacred orb that protects the city.
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~
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3 0 0 0 0 0
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D0
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@@ -1099,11 +1101,11 @@ door~
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#352
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Cleric's in Training~
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Clerics in Training~
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Several beds lie in columns and rows spaced evenly apart. The smell of some
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form of antiseptic stings your nose and eyes. All the beds are empty, must be
|
||||
the healers here are well-versed in their craft. The Temple continues to the
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north and west.
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form of antiseptic stings in the air. All the beds are empty, must be the
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healers here are well-versed in their craft. The Temple continues to the north
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and west.
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~
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D0
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@@ -1176,10 +1178,10 @@ D3
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#356
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The Southern Road~
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To the east the Tower of the High Council of Clerics glows a bright white,
|
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its polished surfaces reflecting all light down onto the Clerics' Quarters which it
|
||||
protects. To the west the Tower of the Magi does the exact opposite, seeming
|
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to absorb all light surround it. Their must be balance in all things.
|
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To the east the Tower of the High Council of Clerics glows a bright white,
|
||||
its polished surfaces reflecting all light down onto the Clerics' Quarters which
|
||||
it protects. To the west the Tower of the Magi does the exact opposite, seeming
|
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to absorb all light surrounding it. There must be balance in all things.
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~
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Bookshelves line the two walls of this small open area within the tower.
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The smell of dust and musty old papers emanates from them. Many centuries of
|
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knowledge lie within these books that were salvaged from the lands beyond.
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Many more have yet to be foun
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Many more have yet to be found.
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~
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#358
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A Tower Hallway~
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Through a small door to the north you can see the center of the tower where
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a set of spiral staircases lead to the second floor. The Orb of Sanctum is
|
||||
protected somewhere within this tower. The Master Magi have been given the
|
||||
task of ensuring it's safety.
|
||||
Through a small door to the north one can see the center of the tower where a
|
||||
set of spiral staircases lead to the second floor. The Orb of Sanctum is
|
||||
protected somewhere within this tower. The Master Magi have been given the task
|
||||
of ensuring its safety.
|
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~
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#359
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The Magi's Hallway~
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The Magi Hallway~
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The seven Orders of the Magi are slowly dying out. That is why they rarely
|
||||
fight in battles any longer. They have instead devoted their time to training
|
||||
future Magi to take their places. But, good students have become even harder
|
||||
@@ -1304,11 +1306,11 @@ D4
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#363
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The Stables~
|
||||
The smell of hay and manure clings to the room like a cheap cologne your
|
||||
grandmother used to wear. Stalls line both sides of the cramped building with
|
||||
bales of hay stacked everywhere the horses can't reach though they all seem to
|
||||
still try. It is possible to buy a horse for a minimal fee, but not all of
|
||||
them are well tamed and have been known to become ornery.
|
||||
The smell of hay and manure clings to the room like a cheap cologne
|
||||
somebody's grandmother might wear. Stalls line both sides of the cramped
|
||||
building with bales of hay stacked everywhere. The horses can't reach the hay
|
||||
though they all seem to still try. It is possible to buy a horse for a minimal
|
||||
fee, but not all of them are well tamed and have been known to become ornery.
|
||||
~
|
||||
3 0 0 0 0 0
|
||||
D1
|
||||
@@ -1330,9 +1332,10 @@ modified. Just ask Rumble to do it for you.
|
||||
S
|
||||
#365
|
||||
On the Window Ledge~
|
||||
From this perilous perch you have an excellent view of the southern half of
|
||||
the city. A gust of wind howls past trying to pull you with it. The only exit
|
||||
is back into the tower or a deadly jump to the cobblestone road below.
|
||||
From this perilous perch an excellent view is available of the southern half
|
||||
of the city. A gust of wind howls past threatening to pull anything along with
|
||||
it. The only exit is back into the tower or a deadly jump to the cobblestone
|
||||
road below.
|
||||
~
|
||||
3 0 0 0 0 0
|
||||
D0
|
||||
@@ -1361,14 +1364,14 @@ starless sky tear savagely at your fragile body.
|
||||
~
|
||||
3 520 0 0 0 0
|
||||
E
|
||||
sky winds~
|
||||
Cold winds plunge ceaselessly at you from the dark, cloudless sky.
|
||||
~
|
||||
E
|
||||
floor~
|
||||
The stone floor is the same shade of grey as the sky and is completely plain
|
||||
and unscratched. It is probably too hard for anything to leave as much as a
|
||||
scratch on it.
|
||||
~
|
||||
E
|
||||
sky winds~
|
||||
Cold winds plunge ceaselessly at you from the dark, cloudless sky.
|
||||
~
|
||||
S
|
||||
$~
|
||||
|
||||
Reference in New Issue
Block a user